/Engine/Source/Runtime/Engine/Public/SceneManagement.h
Generic parameters used to render a light Has a 1:1 mapping withFLightShaderParameters, but can also be used in other contexts Primary difference is position is stored as FVector3d in absolute world space, which is not appropriate for sending directly to GPU
struct FLightRenderParameters
FLinearColor
Color
Color of the light.
FVector3f
Direction
Direction of the light if applies.
float
FalloffExponent
The exponent for the falloff of the light intensity from the distance.
float
IESAtlasIndex
IES atlas slice index.
float
InverseExposureBlend
float
InvRadius
1 / light's falloff radius from Position.
float
RectLightAtlasMaxLevel
FVector2f
RectLightAtlasUVOffset
Rect. light atlas transformation.
FVector2f
RectLightAtlasUVScale
float
RectLightBarnCosAngle
Barn door angle for rect light.
float
RectLightBarnLength
Barn door length for rect light.
float
SoftSourceRadius
Radius of the soft source.
float
SourceLength
Other dimensions of the light source for rect light specifically.
float
SourceRadius
Radius of the point light.
float
SpecularScale
Factor to applies on the specular.
FVector2f
SpotAngles
Dimensions of the light, for spot light, but also.
FVector3f
Tangent
One tangent of the light if applies.
FVector
WorldPosition
Position of the light in world space.